In the latest update you will find a new set of exclusive (orange) talents called "Talent Masters." This set gives the player the unique ability to imbue active talents with properties that the player chooses for him or herself.

The set consists of 5 active talents, each with a default property such as damage to a selected target, shield, the ability to absorb a certain amount of damage, and so on. The remaining talents are passive. However, learning them adds additional effect to the active talents. For example, you can increase the amount of damage inflicted on the selected target by the active talent, slow the target down, or briefly decrease the target’s rate of Health regeneration. The number of upgrades is limited, but players are free to select any combination of talents and upgrades they want. This means that players will be able to create talents to fit their own unique play styles.

If a hero has more upgrades than can be applied to the talent being improved, the upgrades that were learned first are the ones that will end up taking effect.

Chance's Edge Set

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Chance's Edge

Talent type: exclusive (orange)

Stage: II

Learning cost: 500 Prime

Cooldown: 180 seconds

Restores 250 Health if the damage inflicted by the hero is more than 15% of his current Health.

Can be upgraded with two talents from the Chance's Edge set.

Chance's Shadow

Talent type: exclusive (orange)

Stage: II

Learning cost: 500 Prime

Increases Health by 160.

If the hero has the Chance's Edge talent, he will become invisible for three seconds when the talent is activated.

Chance's Favor

Talent type: exclusive (orange)

Stage: IV

Learning cost: 825 Prime

Increases Health by 70

Increases Strength or Intellect by 8.5 (whichever is higher).

If the hero has the Chance's Edge talent, he will regain an additional 150 Health when the talent is activated.

Chance's Blessing

Talent type: exclusive (orange)

Stage: V

Learning cost: 1160 Prime

Increases Stamina by 10 and Health by 150.

If the hero has the Chance's Edge talent, the most dangerous negative effect will be removed when the talent is activated.

Chance's Will

Talent type: exclusive (orange)

Stage: V

Learning cost: 1160 Prime

Increases Will by 10 and Health by 150.

If the hero has the Chance's Edge talent, the most dangerous negative effect will be removed when the talent is activated.

Curse of Curses Set

Curse of Curses

Talent type: exclusive (orange)

Stage: III

Learning cost: 675 Prime

Cooldown: 150 seconds

When activated, inflicts 250 damage on all nearby enemies.

Can be upgraded with two talents from the Curse of Curses set.

Curse of Pain

Talent type: exclusive (orange)

Stage: IV

Learning cost: 825 Prime

Increases the hero's Agility by 5.

Decreases talent cooldown time by 6%.

If the hero has the Curse of Curses talent, it will inflict an additional 120 damage.

Curse of Sloth

Talent type: exclusive (orange)

Stage: III

Learning cost: 675 Prime

Increases Stamina or Will by 9 (whichever is higher).

If the hero has the Curse of Curses talent, it will slow down affected enemies by 70% for 1 second when used.

Curse of Blood

Talent type: exclusive (orange)

Stage: I

Learning cost: 350 Prime

Increases Strength or Intellect by 4.5 (whichever is higher).

If the hero has the Curse of Curses talent, it will reduce enemy Health regeneration by an additional 50% for 4 seconds.

Curse of Quarrel

Talent type: exclusive (orange)

Stage: VI

Learning cost: 1600 Prime

Increases Agility or Cunning by 11 (whichever is higher).

Increases Stamina or Will by 11 (whichever is higher).

If the hero has the Curse of Curses talent, it will force all affected enemies to attack the hero for 0.7 seconds.

When activated, the hero receives a shield that absorbs up to 250 damage for 5 seconds.

Can be upgraded with two talents from the Sense of Moment set.

Strength of Moment

Talent type: exclusive (orange)

Stage: II

Learning cost: 500 Prime

Increases hero's Strength by 6.4.

If the hero has the Sense of Moment talent, it will increase the hero’s Strength by 20 when active.

Moment of Intellect

Talent type: exclusive (orange)

Stage: II

Learning cost: 500 Prime

Increases the hero's Intellect by 6.4.

If the hero has the Sense of Moment talent, it will increase the hero’s Intellect by 20 when active.

Moment of Speed

Talent type: exclusive (orange)

Stage: III

Learning cost: 675 Prime

Increases Intellect or Strength by 4.4 (whichever is higher).

Increases Health by 140.

If the hero has the Sense of Moment talent, it will make the hero 35% faster for 3 seconds when activated.

Moment of Spirit

Talent type: exclusive (orange)

Stage: V

Learning cost: 1160 Prime

Increases Strength or Intellect by 10 (whichever is higher).

Increases the hero's Stamina by 6.

If the hero has the Sense of Moment talent, it will reduce the amount of magic damage taken by the hero by 60% when active.

Moment of Body

Talent type: exclusive (orange)

Stage: V

Learning cost: 1160 Prime

Increases Strength or Intellect by 10 (whichever is higher).

Increases the hero's Will by 6.

If the hero has the Sense of Moment talent, it will reduce the amount of physical damage taken by the hero by 60% when active.

Punisher's Path Set

Punisher's Path

Talent type: exclusive (orange)

Stage: IV

Learning cost: 825 Prime

Cooldown: 120 seconds

When activated, inflicts 310 physical or magical damage on the enemy based on Strength or Intellect (whichever is higher).

Can be upgraded with three talents from the Punisher's Path set.

Sign of Frailty

Talent type: exclusive (orange)

Stage: III

Learning cost: 625 Prime

Increases the hero's Strength by 9.

If the hero has the Punisher's Path talent, it will reduce the target enemy’s Stamina by 18 for 4 seconds when used. This effect is applied before the damage from the Punisher’s Path talent, which results in greater damage to the target.

Sign of Bane

Talent type: exclusive (orange)

Stage: III

Learning cost: 625 Prime

Increases the hero's Intellect by 9.

If the hero has the Punisher's Path talent, it will reduce the target enemy’s Will by 18 for 4 seconds when used. This effect is applied before the damage from the Punisher’s Path talent, which results in greater damage to the target.

Sign of Guile

Talent type: exclusive (orange)

Stage: V

Learning cost: 1160 Prime

Increases the hero's Strength or Intellect by 6.5 (whichever is higher).

Increases the hero's Cunning by 10.

If the hero has the Punisher’s Path talent, it will stun the target for 0.6 seconds when used.

Sign of Cruelty

Talent type: exclusive (orange)

Stage: VI

Learning cost: 1600 Prime

Increases Strength or Intellect by 22.5 (whichever is higher).

If the hero has the Punisher’s Path talent, it will inflict an additional 140 damage on the target when used. The type of damage inflicted will depend on the primary type of damage caused by the Punisher’s Path talent.

Sign of Fracture

Talent type: exclusive (orange)

Stage: VI

Learning cost: 1600 Prime

Increases the hero's Strength or Intellect by 13 (whichever is higher).

Increases Health by 250.

If the hero has the Punisher’s Path talent, it will damage the closest enemy standing behind the target. All effects from the Punisher’s Path talent are 50% less effective against the second target compared to the first.

Bond of Origin Set

Bond of Origin

Stage: V

Learning cost: 1160 Prime

Cooldown: 120 seconds

Takes 0.5 seconds to cast, after which an area is created within which the Strength and the Intellect of all enemies is decreased by 45.

Bond of Origin can be upgraded with three talents from the Bond of Origin set.

Bond of Purity

Stage: I

Learning cost: 350 Prime

Increases Health by 108.

If the hero has the Bond of Origin talent, all positive effects are removed from enemies in the spell's target area, but it takes 0.5 seconds longer to cast.

Bond of Blindness

Stage: IV

Learning cost: 825 Prime

Increases Stamina or Will by 5.6 (whichever is higher).

Increases Agility or Cunning by 5.6 (whichever is higher).

If the hero has the Bond of Origin talent, the enemies in the spell's target area are blinded, but the spell takes 1.5 seconds longer to cast.

Bond of Silence

Stage: IV

Learning cost: 825 Prime

Increases Stamina or Will by 5.6 (whichever is higher).

Increases Agility or Cunning by 5.6 (whichever is higher).

If the hero has the Bond of Origin talent, all enemies in the spell's target area are rendered unable to use their talents, but the spell takes 1.5 seconds longer to cast.

Bond of Frailty

Stage: VI

Learning cost: 1600 Prime

Increases Stamina or Will by 11 (whichever is higher).

Increases Strength by 12.

If the hero has the Bond of Origin talent, the Stamina of the enemies located in the designated area is decreased by 20.

Bond of Doubt

Stage: VI

Learning cost: 1600 Prime

Increases Stamina or Will by 11 (whichever is higher).

Increases Intellect by 12.

If the hero has the Bond of Origin talent, the Will of the enemies within the target area is decreased by 20.

Talents that negate the effects of invisibility when used:

Following the update, the Protective Barrier and Mental Barrier talents do not negate the effects of invisibility as other talents with similar effects do.

Similarly to the Scarlet Flower talent, which turns any land within its area of effect into Native Terrain, the Land Grab talent makes the hero visible when used.

Witchcraft Talent Set

Aggressive Stance talent:

Shortens the time of all control effects by 15% for 15 seconds when activated (rather than 10 seconds as before).

Agile Mind talent:

The number of reagents needed to use the talent has been decreased from three to two.

Continuum talent:

The number of reagents needed to for the talent to take effect has been decreased from eight to six.

Beast of Prey talent:

The number of reagents needed to use the talent has been decreased from four to three.

Dark Heritage Talent Sets

Will of the Patriarch set:

Previously, if the effects of this set were applied to the target right after he or she used another method to move from one location to another (for example, using the Nocturnal Hunter talent), Will of the Patriarch would move the target further in the direction he or she was already moving rather than the direction the hero was going when the effects were applied. Following the update, Will of the Patriarch always moves the target forward.

Secret of Immortality set:

Bug fix: the creation of the portal is now interrupted if the hero is resurrected using the Secret of Immortality set.

Bug fix: heroes resurrected using the Secret of Immortality set can now be healed with Ha-ka/Da-ka's Healing Light talent.

Other Talents

The descriptions of several talents has been improved and a number of inaccuracies and mistakes have been eliminated.

Force of Mind talent:

Following the update, the bonus is based not on the current value of a stat, but on its base value. This means that, if a talent is learned while a boosting effect such as Jaeger/Wolf Dancer's Power of the Pack is active, the stat that would be greater without this effect will be increased.

Abundance of Life talent:

Bug fix: the Abundance of Life talent can now be used to restore the Health of the allied Lantern.

Symmetrical Map

The old Borderlands map was not equally favorable to all factions. One side or the other would therefore always have certain unfair advantages. For example, it was very easy to get to one of the Touched spawn areas from the upper path on the Imperium side because it was very close to the edge of the forest. The Keepers had a better view of the monsters, and the players on the central path had the easiest access to "gold" monsters. Because of this, the Borderlands map has been significantly reworked.

The towers, buildings, and monsters in the forest are now exactly equidistant from both sides. In addition to this, the forest has been completely redesigned to account for a number of oversights that were present beforehand. The entrances to the forest are now located slightly above the level of the roads, which makes it harder to see through the forest and gives the woodsmen a better chance at surprise attacks.

A new boss, the Kiton, has been added. The boss is built in such a way that a woodsman can potentially kill it even at the early stages of the game, although this would take a very long time unless he or she called in an allied hero for help. Killing the Kiton gives 300 Prime to all members of the party and an additional 200 Prime to the player that delivered the final blow. The Kiton can be found where the Fire Drake used to be. The old boss is now located by the lower part of the river on the Dokht side.

Kiton

Spawns on the map earlier than the Fire Drake — three minutes after the start of the game.

Immediately attacks the target closest to it. In addition to normal physical damage, its attacks apply a special effect: Cat Scratch.

Cat Scratch ability:

Each of the Kiton’s attacks decreases the amount of damage inflicted by the target by 10%. The effect stacks up to six times.

The effects fade at the same rate they were accumulated.

Catcall ability:

The effects of the Catcall are applied once per second and affect all heroes located within a certain area around the cat. The effects of the Catcall stack up to ten times.

For each accrued effect the hero takes damage per second based on the boss's Intellect.

It does not affect heroes who are currently under the influence of Cat Scratch.

Golden Chain ability:

The cat summons a chain that falls on the heads of the absent-minded heroes, inflicting magical damage and stunning them temporarily.

Following the update, the new map is available in the Borderlands and almost all of its mods except for Apocalypse.

Miscellaneous

Fixed: hotkeys did not work if a player was chatting while a battle was loading.

Fixed: When movement talents such as those included in the Nocturnal Hunter set were used in the forest, sometimes heroes would teleport beyond the talent's area of effect.

Fixed: sometimes when an allied hero would clear out an area containing neutral monsters the area would continue to show up on the mini-map.

Fixed: sometimes attempts to blacklist a clan member would fail.

Fixed: one of the roads to Dragonwald had a tree growing on it.

Fixed: on very rare occasions the game would crash during Practice if a player entered at the exact moment a bot was teleporting.

Fixed: the game client works correctly now, when a hero was leaving the Scroll Workshop, while a Prime Crystal was falling.

In the session chat, clan abbreviations are no longer displayed before the players name.

Quest: First Strike

Fixed: sometimes male characters would have issues completing the First Strike quest due to inadvertently having used auto-attack to kill the soldier on whom they were supposed to use the Thunderclap talent.

Fixed: sometimes characters would be unable to complete the First Strike quest if they learned talents too quickly while they were being explained.

Fixed: the Three Fat Boys quest would count as completed if the last monster on the map was killed with an artifact explosion, regardless of the fact that several of the Fat Boys had previously left the map alive.

A special signal has been introduced to indicate that Willow is being attacked by the Touched.

Fixed: when players would bring Hagry pets, Babbler would sometimes end up under his control.

Fixed: when located on higher ground, the Wicked Tree's Deathly Grip ability would occasionally miss the heroes all together.

Fixed: the window showing final statistics for the battle would display enemy heroes.

The Adornian Hunter portrait has been improved.

The Fire Fox/Flame Tail portrait has been improved.

All hero portrait backgrounds have been improved.

Castle Buildings

Added new Pony House. Costs: 1 Food.

Castle Client

Now if the game is minimized, the tab begins to blink upon receiving new group invitations just as it does when a battle has been found in the pre-match window.

The image that appears when accessing the castle and in the faction selection window has been changed.

Miscellaneous

The rate at which the castle developed based on building upgrades and resource gathering was too fast. In the new version the amount of experience received from gathering resources and crystals, as well as upgrading buildings, has been decreased. For example, previously a fully upgraded distillery would produce 100 experience points per cycle. Now players will receive only ten points per cycle.

The color of the buttons in the complaint interface has been changed — the cancel button is now red and the send button is now green.

In the hero selection interface there is now a tooltip with information about the amount of Power the hero has that appears when the player mouses over the portrait of the hero.

A Credits section containing the names of all the people who have worked on the game has been added to the Castle's main menu

The icon indicating whether the first win of the day is available in the start and matchmaking windows is now displayed not only when the player is selecting a map, but also on the icon for the selected mode in a large circle.

A number of other minor fixes and improvements.

Fixed: talents in the unique heroes’ sets no longer appear in the library after faction change. Now talents assignment works correctly in this case.

Clan Bank

The Clan Bank was added in the last update. Players can withdraw talents from the bank that have been deposited there by other clan members. Players can access it once the Clan house in the castle reaches level 20. Before the Clan House reaches level 20, players will be unable to interact with the bank or even see which talents are currently in the collective possession of the clan members.

In order to access the bank the players need to open the Clan House and select the corresponding tab.

The bank can hold up to 50 talents. Once the maximum number of talents is reached, no new talents can be deposited into the bank. On the other hand, players will still be able to return talents previously withdrawn from the bank.

Each clan member can deposit up to three talents and withdraw one every 24 hours. Depositing a talent in the bank does not mean that the player loses the talent completely. The talent will remain the property of the player who deposited it. Should the player leave the clan, all of his or her talents will return to the library.

A player will be unable to access the bank for one day after joining a clan. The Leader of the clan can return a talent from the bank to its owner. This will not use up a transaction (even if the owner of the talent is the leader/advisor of the clan). To do this, click on the trashcan icon in the bank interface. This is the same icon that usually allows players to sell talents from the talent library.

Both free talents and those bound to a particular hero can be deposited in the bank. The owners of the talents in the bank are also always listed as part of the description of the castle. It is possible to change who talents are bound to. The last person a talent has been bound to is the person that counts.

Talents in the bank can be upgraded, but they cannot be used to upgrade other talents. The only exception is if the player is the original owner of the talent. Selling someone else’s talents is not allowed.

Heroes cannot have more than two talents from the bank in their possession.

When a player leaves a clan:

All talents withdrawn from the Clan Bank by the player leaving the clan are returned to the bank.

All talents deposited into the Clan Bank by the player leaving the clan are returned to his or her library. If, at the moment when the hero is leaving the clan, he or she is engaged in battle or is in the process of matchmaking, and he or she has talents that were borrowed from the bank in his or her possession, these talents will be returned once he or she either returns from battle or cancels matchmaking. The talents will, however, still be bound to the hero.

Clan Development

In addition to other resources, players can now donate silver to further the development of their clan. 10,000 silver is equal to 1000 units of resources.

In the latest version of the game clans can be upgraded to level 99. The quantities of resources needed to reach a particular clan level have been adjusted. This change was introduced because reaching the maximum level was previously too easy. The adjustment takes into account the amount of effort put in by the clan before the changes were made This means that if a clan was at level 9 and was 50% away from reaching the next level prior to the patch, after the patch the clan will remain at level 9 and will still need to put in 50% more resources, despite the fact that the total amount of resources required has increased.

Interface

Now when a clan is dissolved all members of the clan will be notified about it.

In the latest version, the clan abbreviation is no longer located next to the player's name on the pre-match screen and castle load screen but is instead displayed above it. Moreover, since a previous update the clan abbreviation is no longer listed next to the player’s portrait in the top part of the battle screen. It has instead been moved to the hero details screen.

A number or errors that would sometimes slow down the process of finding four-player matches have been fixed.

The rating calculation when a group of random players plays against a full group of heroes with a rank of Lieutenant Colonel or higher has been changed. This was done because combining titles when calculating the rating would result in a very high loss penalty. Now if a group of random players faces a full group of heroes ranked Mercenary, Lieutenant Colonel, Colonel, General, or Field Marshal/Sensei and wins, their rating will increase by slightly more than before, and if they lose, their rating will decrease slightly less than before.

Maximum queue dodging time is now 6 hours up from 1 hour.

Pied Piper/Rat Master

The Pied Piper/Rat Master has been adjusted. The hero’s stats used to have too little effect on his overall effectiveness because he had so many abilities that did not depend on them. Learning Charming Melody pretty much capped the hero’s development since he was able to do a stellar job fighting even without leveling up any further. As a result the allied team was able to receive more Prime. The hero did not really need the Touched, and his allies could easily kill them. Moreover, a hero who has been built with a focus on Intellect would lose out to a similar hero built with a focus on Strength. Because of this the Pied Piper/Rat Master has been further fine-tuned: the abilities that did not depend on the hero's stats have been weakened or modified and the hero’s dependence on Intellect has been increased.

Rat Eruption talent:

The talent no longer transforms Native Terrain into neutral land. Only enemy land is affected by the talent.

The time the affected portion of the land remains neutral has been decreased from 30 to 20 seconds.

The amount of Energy required to activate the talent has been reduced from 180 to 120.

The amount of damage inflicted by the talent when it has not yet been upgraded has been increased.

Once the hero learns Rat Disease, instead of slowing enemies down, the Rat Eruption talent increases the amount of damage caused by the talent by 1.5 times.

The Rat Disease upgrade now only affects the Rat Eruption talent.

Rat Disease lowers enemy Strength and Intellect by an additional 20%.

Rat Rogues talent:

It used to be that bitten heroes were slowed down only once the Rat Disease upgrade had been learned. It is now an upgrade for a completely different talent. In the new version this dependence has been removed. The effect of being slowed down by 30% for three seconds is now an integral part of Rat Rogues.

Since the Rat Disease upgrade no longer affects Rat Rogues, the rats' bite no longer lowers the enemy hero’s stats.

Call of the Flute talent:

Forces the enemy hero to follow the Pied Piper/Rat Master for three seconds or until the target takes a certain amount of damage. The amount of damage is determined by the Pied Piper/Rat Master's Intellect.

Song of Madness inflicts magical damage on the affected hero when the effect of Flute Song ends. The effect depends on the Pied Piper/Rat Master's Intellect.

Song of Madness no longer increases the amount of damage inflicted on the affected hero.

Charming Melody talent:

The stun effects has been reduced from 1.7 to 1.5 seconds.

The talent’s area of effect has been decreased.

The period of time during which the hero is slowed down or unable to use talents once the Entrancing Music talent has been learned has been decreased from 1.7 to 1.5 seconds.

Fang/Claw

The hero has been significantly reworked in order to improve the effectiveness of his sneak attacks.

Before the update, at the beginning of the game Fang/Claw was a mostly useless woodland characters since his control effects only came into play much later in the game. As a result, at the start of the game this hero was unable to effectively assist other heroes during enemy attacks.

Moreover, Fang/Claw had only one control effect: a fairly rare slowdown ability that made him even weaker than Vanguard characters.

In the update these oversights have been eliminated, the overall mechanics of the hero have been simplified, and the hero’s unique ability to be the most dangerous creature during duels has been reinforced.

Starting Health, Agility, and Stamina values have been adjusted. The rate of increase for certain stats in relation to Prime level has also been adjusted.

Lycanthropy talent:

This talent used to be called Lone Beast.

The talent no longer increases the amount of damage inflicted based on the number of absent heroes. This property has been attributed to another talent. It now functions the same way as the Mending Skin improvement used to: it increases the overall rate of Health regeneration (based on Intellect), especially when used on Native Terrain. The upgrade is significantly more dependent on the character's Intellect, the Native Terrain bonus has been increased to 130% from 70%. This means that, at the beginning of the game, the hero has a much higher chance of survival in the woods and is not as dependent on the type of land he is standing on in big battles.

Once the Mending Skin upgrade has been learned damage from enemy heroes increases Health Regeneration by 1.7 times for two seconds. The effect does not stack.

The Mending Skin upgrade does not affect the hero’s Health regeneration, nor does it depend on whether or not the hero is on Native Terrain, since these factors now affect the main talent.

A third upgrade has been added at stage III: Beast Hide. Once this upgrade has been learned, Lycanthropy adds a bonus to the hero’s Stamina. The effects of the bonus are based on Fang/Claw's Strength or Intellect (whichever is higher).

Wild Beast talent:

This talent used to be called Curse of the Beast.

It has been moved to stage I, as a result of which its cooldown time has been decreased from 90 to 18 seconds.

The amount of Energy required to activate the talent has been reduced from 325 to 100.

The talent slows the target down for five seconds instead of four, but the effectiveness of the slowdown has been decreased from 80% to 40%. Thanks to these changes the heroes can now actively take part in killing enemies from the very beginning of the game.

Wild Beast now causes immediate damage rather than damage over time as before. Moreover, since the talent can now be used from the very beginning of the game, the amount of damage it causes has been reduced by about 3.5 times.

The Wild Beast upgrade is now called Lone Beast. Once the hero acquires it, the Wild Beast talent will add additional magic damage to Fang’s/Claw’s attacks for eight second. The amount of additional damage depends on how many nearby enemy heroes are missing.

Beast Scent talent:

The effects of Native Terrain have been altered. Now, instead of increasing the range of the effect, the talent allows the hero to see all enemy heroes that have set foot on Fang’s/Claw’s Native Terrain and are within range of the Beast Scent effect regardless of their health.

The increase in speed granted by the Beast Scent talent can now be activated even when Fang/Claw is at less than 50% Health.

Curse of the Beast talent (New talent!):

Stage: IV

Cooldown: 120 seconds.

Requires 320 Energy to activate.

Turns the enemy hero into a beast and forces him or her to attack Fang/Claw's enemies for three seconds. The beast cannot be slowed down or sped up.

Blade Master/Sesha

Thousand Blades talent:

Fixed: the effects within the Thousand Blades talent's area of effect were slightly less powerful than they should have been.

Fixed: the Thousand Blades talent would destroy any enemy Lanterns within its area of effect despite the fact that they were invisible to the hero.

Fixed: the total amount of power attributed to Blade Master/Sesha's talents was slightly lower than those for other heroes.

Jaeger/Wolf Dancer

Fixed: if Jaeger/Wolf Dancer cast cast Piercing Spear on a hero who was in the process of becoming invisible without attacking anyone else afterward, the hero’s wolves would be able to attack the invisible target.

Shadow/Whisp

Magic Fan talent:

Fixed: if the Magic Fan hit the enemy at the moment the hero died, the Sweeping Fan upgrade did not cause any additional damage.

Fixed: the Sweeping Fan upgrade did not inflict any damage on targets who were resistant to control.

Shadow Protection talent:

Fixed: Shadow/Whisp’s Shadow Protection talent would remain available even when Hidden Intention had been used. Any attempt to use the talent would then fail. Hidden Intention wouldn't make anyone invisible, but the cooldown would still begin.

Brawler/Meijin

Fixed: enemies were not stunned by the Iron Fist upgrade if the hero used the Fist of Fury talent at the moment of his death.

Woodsman/Witch Doctor

Fixed: the Raging Skin talent did not knock enemies back if the effect was activated at the moment of Woodsman/Witch Doctor’s death.

Fixed: the process of summoning the Wicked Tree would continue even as the hero was being resurrected using the Secret of Immortality set.

Frog Whisperer/Swamp King

Fixed: due to a bug, it was possible to use the Catch! talent to drag an enemy from the Scroll Workshop to any portion of the map. As soon the enemy exited the workshop he or she would end up at the location the Frog Whisperer/Swamp King had dragged him or her to.

Ha-ka/Da-ka

Fixed: Sweeping Rush would not push enemies back if it reached them after the hero’s death.

Desperate Charge talent:

Fixed: the hero would stop moving from the Desperate Charge talent if an enemy placed a target in the hero's path.

Fixed: when selecting a talent to use, the player would see the maximum possible travel distance instead of the actual distance he or she would travel. Obstacles were being ignored. Similarly to Blade Master/Sesha's Deadly Dash, in the updated version the Desperate Charge talent now shows the travel distance up to any obstacle that might stop the hero.

Frag Grenade talent:

The following changes have been introduced in order to balance out the effectiveness of the Imperial and Adornian heroes:

The cooldown time has been reduced from ten to eight seconds. Now it is exactly the same as the cooldown time for the Combustion talent of the Adornian heroes.

The grenade explodes 0.6 seconds after being thrown instead of one second as before.

Highlander/Immortal

Immortal Spirit talent:

Fixed: Immortal Spirit did not interrupt the teleportation animation if the hero started casting it before being resurrected. The bug only affected how the Highlander/Immortal was displayed in ghost form. The hero did not actually teleport anywhere.

Fixed: the talent could not resurrect a hero if Faceless/Phantom used Blade of Darkness on Highlander/Immortal right after Highlander/Immortal’s health reached zero. The hero would fall before Immortal Spirit would kick in.

Battle Hunger talent:

Fixed: the increased speed from the Concentrated Fury talent would stack with other speed modifiers like, for example, the one from Glyph of Speed.

Artiste:

Fixed: the positive effect from Colors of Life would not reach the allied target if he or she became invisible while the drop was still in flight.

Marksman/Hunter:

Sound effects for Wild Call, Rage of the Hunt, and Enchanted Arrow have been changed.

I spoke to Jessica, who had asked Tsuda that question, and apparently, you need to open a support ticket on the site.

I also want to say thanks for this patch, as having quicker queues is one thing I was looking forward to for a long time. Kicking Russian butt is just a plus. The rating difference makes things so fun in getting a bunch of wins.

And for those who hate the drop rates, I'd like to say that I got my first post-patch orange in my 5th game of the day, with about 2-3 purples throughout the other games before that, so the drop rate isn't that bad, even post-patch. Enjoy, everyone.

Russians troll each other just as badly as they troll us, so we can take comfort in the fact that they'll get trolled eventually, too.

I thought I read something about when matchmaking would have english speaking on same team, seem to get lots of foreign players, Russian I assume by character set on english teams, hard to communicate.

I thought I read something about when matchmaking would have english speaking on same team, seem to get lots of foreign players, Russian I assume by character set on english teams, hard to communicate.

Originally Posted by Crazed21081

By default every time a US/EU player attempts to find a match, the opposing team will consist of players from the RU server. The algorithm will try to form a team of all US/EU players, but if it fails to do so, it may add a RU player or two to this team to quickly fill the final spots. This will only occur after 5-10 minutes in the queue, worst case 20 minutes. The algorithm really wants US/EU players to play together.

Because matchmaking on the RU server is rank-based, both teams will be composed from the players of the same rank, unless there is a premade group.

In every case where there is a US/EU team vs RU team battle, the match will be held on the US-based server.

Over time this scheme will be improved to a point where US/EU teams will always consist of US/EU players and it would be possible for both teams fighting to be from the US/EU regions.

Two notes:
1. This should answer your question.
2. That first part I put in bold doesn't seem to apply. I've seen only EN opponents when under 5 minutes, which indicates for both opponents and allies, it will only mix RU and EN after 5 minutes in the queue. I included that part only for completion purposes, and to point out said error.

Russians troll each other just as badly as they troll us, so we can take comfort in the fact that they'll get trolled eventually, too.

I thought I read something about when matchmaking would have english speaking on same team, seem to get lots of foreign players, Russian I assume by character set on english teams, hard to communicate.

It is something that can only fix after EN server have more players, there are hardly 5 players at the same rank initiate ready at the same time in EN server. Which one you want to choose? wait 15 minutes longer for a game , and you might get more english speaking in your team, or the current 5 minutes and they will expend the criteria to team up with RU players?

It is very important to have guild with many similar rating players if you want to play more comfortably.

Which one you want to choose? wait 15 minutes longer for a game , and you might get more english speaking in your team, or the current 5 minutes and they will expend the criteria to team up with RU players?

Just to expand on this, waiting 15 minutes for a full EN match probably would only be applicable for certain ratings. Lieutenant and above would most likely encounter much longer queues than that.

Russians troll each other just as badly as they troll us, so we can take comfort in the fact that they'll get trolled eventually, too.